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/*
* Copyright (c) 2013 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
/**
* @file interpolateAtSample.c
*
* Test ARB_gpu_shader5 interpolateAtSample builtin
*
* Tests that interpolateAtSample(x) gives the correct result.
*
* R, 1-G channels are interesting; a correct implementation should produce
* (0,1,0) in all pixels.
*
* We require 3.2, so the following assumptions are made:
* - MAX_SAMPLES >= 4 (although we dont require exactly 4 samples; if only an
* 8x mode is supported, the test should still work)
* - GLSL 1.50 and Multisample textures are supported.
*/
#include "piglit-util-gl.h"
PIGLIT_GL_TEST_CONFIG_BEGIN
config.supports_gl_core_version = 32;
config.window_visual = PIGLIT_GL_VISUAL_DOUBLE | PIGLIT_GL_VISUAL_RGB;
config.khr_no_error_support = PIGLIT_NO_ERRORS;
PIGLIT_GL_TEST_CONFIG_END
GLuint ms_fbo, vao, bo;
GLint draw_prog, test_prog;
GLint sample_pos_loc;
float green[] = { 0, 1, 0 };
float verts[][2] = { { -1, -1 }, { 1, -1 }, { -1, 1 }, { 1, 1 }, };
#define GAIN "5" /* multiplier for absolute difference; make the error more visible. */
enum piglit_result
piglit_display(void)
{
bool pass = true;
GLfloat pos[2];
glGetMultisamplefv(GL_SAMPLE_POSITION, 0, pos);
/* API gives us 0..1 sample position; get it into
* -0.5..0.5 space.
*/
pos[0] -= 0.5f;
pos[1] -= 0.5f;
glViewport(0, 0, 64, 64);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ms_fbo);
glUseProgram(draw_prog);
glUniform2fv(sample_pos_loc, 1, pos);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, piglit_winsys_fbo);
glUseProgram(test_prog);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
pass = piglit_probe_rect_rgb(0, 0, 64, 64, green) && pass;
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
}
void
piglit_init(int argc, char**argv)
{
GLuint tex;
piglit_require_extension("GL_ARB_gpu_shader5");
glGenFramebuffers(1, &ms_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, ms_fbo);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, tex);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4,
GL_RGBA, 64, 64, GL_TRUE);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D_MULTISAMPLE, tex, 0);
if (!piglit_check_gl_error(GL_NO_ERROR)) {
printf("fbo setup failed.\n");
piglit_report_result(PIGLIT_SKIP);
}
/* Test quantity varies from -1 to +1 over 64 pixels --
* so moving 1px changes its value by 1/32.
*/
draw_prog = piglit_build_simple_program(
"#version 150\n"
"uniform vec2 sample_pos;\n"
"in vec2 p;\n"
"out vec2 test;\n"
"out vec2 ref;\n"
"void main() {\n"
" gl_Position = vec4(p, 0, 1);\n"
" test = p;\n"
" ref = p;\n"
" ref.xy += sample_pos / 32;\n"
"}\n",
"#version 150\n"
"#extension GL_ARB_gpu_shader5: require\n"
"const int sample_id = 0;\n"
"in vec2 test;\n"
"in vec2 ref;\n"
"void main() {\n"
" gl_FragColor = vec4(" GAIN " * abs(\n"
" interpolateAtSample(test, sample_id) - ref), 0, 1);\n"
"}\n");
if (!draw_prog) {
printf("draw_prog compile/link failed\n");
piglit_report_result(PIGLIT_FAIL);
}
test_prog = piglit_build_simple_program(
"#version 150\n"
"in vec2 p;\n"
"void main() {\n"
" gl_Position = vec4(p, 0, 1);\n"
"}\n",
"#version 150\n"
"uniform sampler2DMS s;\n"
"void main() {\n"
" vec4 temp = \n"
" texelFetch(s, ivec2(gl_FragCoord.xy), 0) +\n"
" texelFetch(s, ivec2(gl_FragCoord.xy), 1) +\n"
" texelFetch(s, ivec2(gl_FragCoord.xy), 2) +\n"
" texelFetch(s, ivec2(gl_FragCoord.xy), 3);\n"
" gl_FragColor = vec4(temp.x, 1-temp.y, temp.z, temp.w);\n"
"}\n");
if (!test_prog) {
printf("test_prog compile/link failed\n");
piglit_report_result(PIGLIT_FAIL);
}
sample_pos_loc = glGetUniformLocation(draw_prog, "sample_pos");
glUseProgram(test_prog);
glUniform1i(glGetUniformLocation(test_prog, "s"), 0);
if (!piglit_check_gl_error(GL_NO_ERROR)) {
printf("shader setup failed\n");
piglit_report_result(PIGLIT_SKIP);
}
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glEnableVertexAttribArray(0);
glGenBuffers(1, &bo);
glBindBuffer(GL_ARRAY_BUFFER, bo);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid const *)0);
}
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